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KSSM 2020 Bahan Pembelajaran MPV Produksi Multimedia Tingkatan 5 - COMPRESSED
KSSM 2020 Bahan Pembelajaran MPV Produksi Multimedia Tingkatan 5 - COMPRESSED
KSSM 2020 Bahan Pembelajaran MPV Produksi Multimedia Tingkatan 5 - COMPRESSED
PRODUCTION
MULTIMEDIA
FORM 5
LEARNING MATERIALS
VOCATIONAL SUBJECTS
MULTIMEDIA PRODUCTION
FORM 5
2020
0
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RUKUN STATE
That our country is Malaysia
support the ideals;
BELIEF IN GOD
LOYALTY TO KING AND COUNTRY
SUPREMACY OF THE CONSTITUTION
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RULE OF LAW
COURTESY AND MORALITY
Issue 2020
All rights reserved. It is not permitted to reproduce any part of the article,
illustration and content of this book in any form and by any means whether
electronic, photocopying, mechanical, recording or any other means without
obtaining written permission from the Director, Educational Resources and
Technology Division , Ministry of Education Malaysia, Pesiaran Bukit Kiara,
Bukit Damansara, 50604 Federal Territory of Kuala Lumpur
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AWARD
AWARD
ADVISOR
Puan Maznah binti Abu Bakar Director
Educational Resources and Technology Division
Tuan Haji Azman bin Adnan Director
Technical Training Education Division and
Vocational
Ab Aziz Bin Mamat deputy director of the Right
Educational Resources and Technology Division
YBrs. Dr. Haji Zainal Rashid bin Kamaruddin Deputy Director of Production Sector
Textbook
Educational Resources and Technology Division
EDITORIAL ADVISOR
Zurinah @ Rosmawati binti Rajab Chief Assistant Director of BSTP
(Program coordinator)
Rozita binti Rosli @ Phua Peng Lin Dr. Abdul Chief Assistant Director of BSTP
Rahman bin Mahamad Anuar bin Mohd Chief Assistant Director of BSTP
Som Shamsuri bin Omar Chief Assistant Director of BPLTV
Khairil bin Muhamad Chief Assistant Director of BPLTV
Shafar Norma Hazura binti Mohd BSTP Assistant Director
Zulkafli Rasidi bin Nordin @ Radin Mohd BSTP Assistant Director
Fisha Hafiz bin Abidin @ Syariza BSTP Assistant Director
binti Zainal Abidin Zaiton binti Mohd BSTP Assistant Director
Rashidi bin Ahmad Muhammad BSTP Assistant Director
Syafiq bin Mahfol Aiza Musfira binti Mozi BSTP Assistant Director
BSTP Assistant Director
Assistant Director of BPLTV
All parties involved directly or indirectly in completing this Vocational Subject Learning Module
(MPV).
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CONTENTS
RUKUN STATE
AWARD
AUTHOR'S PANEL
CONTENTS
FOREWORD
INTRODUCTION
6.2 2D Animation 16
6.4 Animasi 3D 70
FOREWORD
Thank God for the Standard Curriculum Learning Materials with His permission
Secondary School (KSSM) Vocational Subjects (MPV) Form 5 can
completed its publication.
In dealing with the direction and development of the world of education today, the Resource Division and
Educational Technology (BSTP), Malaysian Ministry of Education seeks to provide materials
this learning as a primary reference source document for MPV students and teachers
able to meet current needs in the field of vocational skills education.
This learning material is built based on the content of the Curriculum Standard Document and
Assessment (DSKP) to help students master knowledge and skills
which are related in addition to being able to give birth to people who are productive and balanced in terms of
intellectual, spiritual, emotional and physical. To realize this wish, this Learning Material
also serves as a guide for teachers in implementing teaching and learning (PdP)
effective.
BSTP greatly appreciates all the ideas and efforts that have been put together when publishing these
Learning Materials. Every successful education policy and program that supports the policy must be
implemented with strong understanding and cooperation from all parties, especially educators.
Hopefully this noble effort can achieve the expected objectives and goals. BSTP hopes that this module
can be an important source of reference and guidance to determine the main direction of education in
Malaysia.
Finally, BSTP takes this opportunity to say well done and all the best
Congratulations and many thanks to the writer panel, quality control panel, Education Office
District (PPD), State Department of Education (JPN), subject officers of the Education Division
and Vocational Technical Training (BPLTV), BSTP officers and also all parties who have
work together to make the publication of this MPV Learning Material a success.
Thank you.
Director
Educational Resources and Technology Division
Malaysia Education Ministry
we
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INTRODUCTION
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MODULE 6:
ANIMATED ELEMENTS
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MODULE 6.0
Content:
(ii) Digital
Time: 6 jam
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REFERENCE NOTES
and effective.
optical movement to a sequence of static images. Animation can also refer to a set
a. Traditional Animation
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b. Digital Animation
Animation techniques
Traditional Digital
Morphing animation
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Hand-drawn animation is the process of producing a sheet of images that show objects
in motion.
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• Animasi Thaumatrope
on each side tied to a string. When the string is rotated quickly between
will not change to another object but it changes in terms of size and
shape.
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A4 paper is produced)
5. Open the LED tracing pad (LED tracing pad) and start tracing text after text.
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7. Text that has been pressed repeatedly at various positions is ready for
animated by flipping the sheet quickly.
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ACTIVITY
1. A4 paper
2. Brush 2B
3. Scissors / cutting tool
4. Cutting mat (Cutting mat)
5. Ruler
6. Extinguisher
7. Paper clip 8.
LED Tracing Pad (LED tracing pad)
TASK
3. Gather each sheet of paper on which the image has been drawn in a row.
flipbook.
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TRAINING/ ASSESSMENT
1. State the correct animation technique whether traditional or digital animation for
Example animation below.
Animasi thaumatrope
predetermined route
on the screen.
made of clay
or doll.
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Student Name:
Year:
Class
Achievement
Was Valued items Not yet Notes
Skilled
Skilled
in multimedia presentations.
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MODULE 6.2 A
Standard 6.2 2D Animation
content:
Time: 10 jam
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REFERENCE NOTES
Frames per second abbreviated as FPS is the number of frames played at any time,
just like in the video.
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Figure
5 6.2.1:
1
Flash MX interface
2. Toolbox
Contains work tools that have specific functions and roles.
It can be used by activating it. Each selected item can be specified in terms of
specifications or features in the options .
3. Timeline
It contains the number of numbers that represent each frame . It also contains layers for
work order. This Timeline area is used for the elements in the Flash application to be
arranged and their roles and instructions determined.
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5. Windows
Window for:
color mixer - determine the level of color mixing color swatches - component
color selection - selection of tools for the interface
users
answers – related information
Macromedia Flash MX –
actions action command options –
properties information about an option
work done
arrow
subselection
line
lasso
pen
text
oval
rectangle
pencil
brush
free transform
Fill transform
ink bottle
paint bucket
eyedropper eraser
hand zoom
stroke color fill color
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Here are the tools found in flash that are used to draw.
- Arrow Tool
- Line Tool
- Oval Tool
- Rectangle Tool
The Rectangle tool is used to build rectangular objects
have a sharp or semi-rounded corner with
Enter the radius value for Round Rectangles Radius in the options section
toolbox . Like the oval tool, the shape of the drawn object will consist of fill
and also strokes based on color selection in the color toolbox section .
- Pen Tool
The pen tool icon is often used to build straight lines as well
curved This icon has the same function as the line tool but it
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has a color according to the color set on the fill box in the Toolbox
- Pencil Tool
The tool pencil icon has 3 modes in the option toolbox section :
Automatically.
automatic.
- Lasso Tool
The lasso tool icon is used to build a specific selection on the area
against:
polygonal or square.
- Eraser Tool
not used yet . Icon eraser tool has 5 modes on the part
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Option Toolbox :
• Erase Normal – enables n lines that form objects and colors
which meets the object is deleted if it is in the same layer .
• Erase Fill – enables only the interior of an object
deleted.
• Erase Lines – enables only the lines that make up the object
just delete it.
• Erase Selected Fills – enables only selected parts or
activated only deleted.
• Erase Inside – enables the entire interior of the object
surrounded by closed lines only deleted.
Fill
To avoid this happening, make sure every object has been drawn
combined first (Modify > Group @ Ctrl+G).
And if you want to modify the object that has been merged, the object
needs to be separated (Modify > Ungroup @ Ctrl+Shift+G or Modify > Break @ Ctrl+ B .
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1. Computer
2. Macromedia Flash software
TASK
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Steps:
1. Open the Macromedia Flash MX software by clicking on the button
Start > Program > Macromedia > Macromedia Flash MX.
2. A Macromedia Flash MX interface display appears (as shown in Figure 6.2.1).
3. Click on the properties window.
4. A document properties window will appear.
5. Select the size tab and set dimensions at 800 px width and
600 px height.
6. Next, select the background color tab to determine the background color selection
stage (green- #00FFCC).
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Steps:
1. Click the Modify menu on the menu bar and select scene
2. The scene window appears and double click on "scene 1" then type
the new scene name is “text”.
3. Repeat step 1 with the layer option to display the layer window
properties and on the Name tab type "menu" to name it
layer.
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Steps:
nama layer
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Steps:
1. You are still in the work scene in activities 1 and 2.
2. Click the File menu > save as to save your work.
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1. Computer
2. Macromedia Flash software
TASK
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Steps:
1. You work with the "learnflash" file in the "graphics" scene and layers
"graph1".
2. Type a text "GRAPHIC" on the stage to be used as a title
performance in this scene and adjust accordingly.
3. Add a new layer and name it "square".
Activate the Rectangle Tool pada Toolbox.
4. Click on the Properties window.
5. The Rectangle Tool Properties window is displayed and adjust as shown in the figure
below by clicking on each required tab.
6. Click and drag the mouse to the right on the stage to get the size of the face
four that fit.
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Steps:
1. You are still in the "learning flash" file and the "graphics" scene .
2. Add a new layer to the timeline and name it “round”.
3. Activate the Oval Tool on the Toolbox (refer to Figure 6.2.2) and adjust accordingly
requirements on the properties window as in Task 1, activity 2.
4. Click and drag the cursor on the stage to create a circle.
Steps:
1. You are still in the "learning flash" scene "graphics" file.
2. Add a new layer and name it as "triangle".
3. Activate the Line Tool on the Toolbox (refer to Figure 6.2.2) adjust accordingly
requirements on the properties window as in Task 1, activity 2.
4. Before building a triangle using the line tool command, make sure you
select the menu View > snap to objects on the menu bar to ensure each
the line will continue.
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Steps:
1. You are still in the "learnflash" file and the "graphics" scene .
2. Activate the "square" layer .
3. Click on the Stroke Color tab on the Toolbox (refer to unit diagram 1) and select a color
yellow.
4. Click on the Fill Color tab on the Toolbox and select purple.
stroke color
fill color
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REFERENCE NOTES
Tool this allows you to add your stage text. You start
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TASK
Students enter and edit text using the Text Tool and Properties.
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Steps:
1. Open the "learnflash" file by selecting the menu File > Open. Next select the file
frame
nama layer
3. Activate Text Tool + A pada Toolbox (Figure 6.2.2: Toolbox) dan cursor
visible on stage.
4. Click once on the stage and type the text "FLASH MX " and click again on
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5. Select the Insert menu on the menu bar and select Layer to add a new layer
on the Timeline and name it "text1".
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Steps:
1. You are still working in the file "learnflash" scene "text".
2. Click frame 1 on the “ layer ” menu ” to select it on the Timeline.
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8. Click on the text color tab for color options and choose red or another color
suitable color.
9. Next select the font size tab for the font size option (font ) and select size 28 or size
other appropriate.
10. On the alignment tab, select center to align the text in the middle of the space.
12. The following is an example of the resulting text after being edited in terms of font type
(font), font size (font), font color (font), alignment and position.
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Student Name:
Year:
Class
Achievement
Was Valued items Not yet Notes
Skilled
Skilled
State the concept of frame and keyframe in 2D
1
animation software.
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content:
Standard 6.3.1 Explain the function and character of the avatar in
learning: multimedia products.
6.3.2 Sketching the avatar character design in
2D animation software.
Time: 8 jam
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REFERENCE NOTES
Each character has certain personality traits and emotions that can be portrayed
in an animation.
Figure 6.3.2: One of the avatar characters in the iThink learning software
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Character Design
The design of various characters should be produced based on the storyline of the animation work
which is developed. Interesting characters will be selected for the clean-up drawing process.
The perfection of the character design will be reviewed to ensure the character
which is drawn can describe the characteristics of the character that wants to be developed.
After developing the chosen character, the artist will draw the character's turn around
for the staging process. This turn around painting depicts the position of the character
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Composition Ratio
Each character produced will be drawn at the same horizontal line level
to ensure the continuity of the height ratio for each character or as well
objects in the developed animation.
The character illustration will be generated when the selected character sketch has been updated
so that the line drawing of the character looks more clear and understandable.
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ACTIVITY
TASK
your creativity.
WORKING STEPS
1. Make a character and character field study that suits the application
learning.
3. Generate a turn around painting for the character and the composition ratio
animation.
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Lasso tool
Pen tool
Text tool
Line Tool
Oval Tool
Brush Tool
Ink Tool
Eraser Tool
Hand Tool
Zoom Tool
Stroke Tool
2. Pupils prepare a sketch of the 'chicky' character like the diagram on the side.
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Student Name:
Year:
Class:
Content:
Standard 6.3.1 Explain the function and character of avatars in production
Learning: Multimedia.
Achievement Notes
in multimedia products.
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content:
Time: 16 jam
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REFERENCE NOTES
Key poses
Figure 6.3.7 : Key pose and in between on the running Pin-ping animation.
Key Pose:
1. Left foot steps forward.
2. The right foot points forward stepping over the left foot.
In-between:
1. Movement of the step of the right foot in line with the left foot.
2. Movement of the right foot following the left foot towards the front
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1. Activate the wing layer , right click the mouse, select convert to symbol
2. Click on the graphic, type the name 'wing'. Click the OK button.
3. Click the transform tool, move the center tip to the upper end of the wing as shown in the diagram
down.
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4. Activate at frame 20 for the body, beak, eye layers . Click the Insert menu. Select
frame.
5. Click frame 10 on the wing layer , right click the mouse, select keyframe.
6. Click the transform tool, move the wings up by 45 ÿ.
7. Click frame 20 on the wing layer , right click the mouse, select keyframe.
8. Click the transform tool, move the wings up by 80 ÿ.
9. Press Enter to play the movement.
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10. Click frame 5 on the wing layer , right click the mouse, select keyframe.
11. Click the transform tool, move the wings up by 20 ÿ.
12. Click frame 15 on the wing layer , right click the mouse, select keyframe.
13. Click the transform tool, move the wings up by 60 ÿ.
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Student Name:
Year:
Class:
Content:
Standard 6.3.3 Determine character movements (key poses).
Achievement Notes
poses.
DECISION
(ACHIEVED / NOT ACHIEVED)
DATE
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content:
Time: 8 jam
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3. Click the Line Tool to create a vertical line (stripes of the bee's body).
4. Click the Paint Bucket Tool to enter black and yellow colors for each
bee body stripes.
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5. Click the Oval Tool to make a bee face. Use the Paint Bucket Tool to
7. Click the Pencil Tool to shape the bee's tentacles and the bee's mouth.
8. Click the Line Tool to form the bee sting section in the section
back.
9. Click the BEE BODY layer . Click Insert>Convert to Symbol. Window Convert to
The symbol will be displayed.
Name : Symbol 1
Behaviour : Movie
Clip
Click OK
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11. Click the Oval Tool to form the left wing of the bee.
13. Click the Oval Tool to form the bee's right wing.
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14.Click the RIGHT WING layer and using the Free Transform Tool,
move the right wing slanting to the right at the top of the wing.
15. Click the BEE BODY layer , click the 5th frame > click Insert> select Keyframe. Click the frame to
16. To move the right wing, click the RIGHT WING layer , click the 5th frame , click
Free Transform Tool and reduce the width of the bee's wings. Click on the th frame
1>right click the mouse>Copy Frame. Click on the 10th frame >right click the mouse>Paste
Frame.
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17.To move the left wing, click the LEFT WING layer , click the 5th frame , click Free
Transform Tool and reduce the width of the bee's wings. Click on the 1st frame >right click
mouse>Copy Frame. Click on the 10th frame >right click the mouse>Paste Frame.
18. Test your file by clicking Control>Test Movie/(Ctrl+Enter). Save your file as
performance.
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The .swf and .html formats require Flash Player found in Flash MX for
play it while the .exe format does not require Flash Player and you can
play it on any computer.
1. Select File > Publish Settings to create the final file settings.
2. The Publish Setting window appears and complete as follows. Please do
options on:
• Flash (swf) for .swf format
3. Click Publish > OK.
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TRAINING / ASSESSMENT
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Student Name:
Year:
Class:
Content
Standard 6.3.5 Generate avatar character animation.
Learning: 6.3.6 Generate the final animation by creating a process
rendering using 2D software.
Achievement Notes
Was Valued items Not yet
Skilled
Skilled
complete.
Identify the final file format
2
animation.
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Student Name:
Year:
Class :
multimedia presentation.
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Decision Level
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MODULE 6.4A
content:
Time: 6 jam
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REFERENCE NOTES
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6.4.2 Identify the Functions of Tools and Basic Features Used in Software
Animasi 3d
Interface
Command Panel
(Command Panel)
Viewport
Timeline
Reactor Tool
Animation Control
Viewport
Navigation
Control
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This Main Menu Bar provides instructions for opening new files,
saving and opening existing files, editing and so on.
The diagram below shows an example of the Main Menu Bar ( Main Menu Bar ) which
available in 3D software.
Main Toolbar
Percent Named
Snap Selection Mirror Layer Schematic Render
Quick
Snap Toggle Set Selected Manager View Scene Render
Toggle
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Layout
1. Generally when the 3D software is opened, it will display four squares
a separate one called a Viewport.
2. This viewport is divided into Top Viewport, Front Viewport, Left Viewport and
Perspective Viewport.
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4. Click on the layout tab, select the preferred scene type and click OK.
Create Panel
Create Panel
Geometry Systems
Light Helper
Shape
Camera Space Wrap
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On the Create tab there are several tools commonly used to build
object.
Geometry Tool
In this option, the user is given several options of tools to produce
basic three-dimensional geometric shapes for standard primitive objects such as boxes , spheres
(Sphere), cone (Cone), cylinder (Cylinder), tube (tube), torus (Torus) and pyramid
(Pyramid).
Geometry Tool
Shape Tool
In this option, the user is given a number of tool options to create a look
two dimensions formed using Spline objects such as lines , faces
four (Rectangle), circle (Circle), ellipse (Ellipse), arc (Arc), two circles
(Donut), polygon (NGon), star (Star), text (Text), spring (Helix) or fractional objects
rectangle (Section).
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Shape Tool
1. Activate the Create panel in the Command Panel and click Geometry.
4. In the middle of the Top Viewport square, click and drag the mouse down then
let go. A sphere is formed. The size of the sphere we want to form is up to us
to user.
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details regarding the sphere that has been formed. Users can
7. Change the radius (Radius) to 50 and the segment to 32. The resulting object
grow bigger
8. Click on the Zoom Extents All button on the right side of the section to set
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zoom item
Extents All
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6.4.3 Lists Steps for Importing 3D Objects That Have Been Produced
b. Keep Objects
This command is used to open a new file but with
keep the objects only without the existing layout on the file
previously.
c. New All
3. Select the file you want to open (has a .max extension) and click the Open button.
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Key Poses
Key poses refer to the main movements that should be highlighted
in a 3D animated scene . Without this main movement, storyline or action
shown will appear unrealistic.
1 3
In Figure 6.4.14, we can see three key poses in the ball bounce scene . Key
In the first pose , the ball is on a flat surface. Second key pose ,
the state of the ball is at its highest peak and in the third key poses , the state
the ball on landing and touching the flat surface again.
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In between
In between basically refers to the frame that connects the key poses
with other key poses .
In between
1 3
In Figure 6.4.15, we can see In between that exists between key poses one
with key poses two and key poses two with key poses three. When key poses
done well and the fractions are properly aligned, the animator will
can produce realistic animations. In between is perfecting again
the movement that occurs between the key poses . This movement in between is possible
generated using the transformation feature:
• Translation
• Rotation
• Scaling (Scaling)
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ACTIVITY
1. 3D software
TASK
WORKING STEPS
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TRAINING/ ASSESSMENT
________________________________________________________________________________
________________________________________________________________________________
________________________________________________________________________________
________________________________________________________________________________
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Student Name:
Year:
Class
Achievement
Was Valued items Not yet Notes
Skilled
Skilled
State the need for 3D animation in multimedia
1
products.
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MODULE 6.4B
Time: 3 jam
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REFERENCE NOTES
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There are three basic types of transformations that can be applied to 3D objects:
Translation
(Translation)
Round
Transformasi 3D
(Rotation)
Scaling
(Scaling)
Translation
Translation transformation is the process of moving an object from one position to another
another position in the 3D plane.
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Rotation
3D rotation is the process of rotating an object according to a rotation angle in a three-dimensional plane
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These three types of transformations are basic transformations that can be used
on 3D objects. In a 3D animation software, a transformation feature is provided
to make it easier for animators to produce object movement animations and
more accurate camera movement animations that look more realistic.
For example, in the animation software 3D Studio Max, tools such as Select and
Move, Select and Rotate and Select and Scale are available on the main toolbar
to apply the transformation to the constructed 3D object.
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main 3D object starting from the initial movement to the final movement such as
Key pose 3
While the frame between the key poses will be formed automatically at
some movements that are different in shape and appearance then the keyframe will
placed. It is in these keyframes that transformation features such as translation, rotation and
3. Click the File menu > select Merge.... Click on the Merge menu...
4. A Merge File dialog box is displayed and select the 'sphere.max' file that has been
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Directly the sphere object is in the middle of the viewport as shown in the figure
down.
6. Activate the sphere object and click the Select and Scale tool on the Main Toolbar.
7. Click the mouse and drag the mouse towards the inside of the sphere object to shrink it
the size.
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10. On the Animation Control bar, click the Auto Key button.
to frame 50. You can also directly type the number 50 into the box
Current Time.
Current Time
12.Click the Move Tool icon and activate Front Viewport. Move the sphere object
until it hit the top of the teapot on the table. See the diagram below.
As for the sphere object , move it slightly upwards. See the diagram below.
16.Move the sphere object far to the right. And also move the teapot forward
in original condition. See the diagram below.
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Try playing the animation you've created by moving the Time Slider
or the play button on the Animation Controller bar.
Play
Go to Start Go to End
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20. In the Left viewport, we will see the movement path of the sphere object
in our animation as shown below.
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ACTIVITY
1. Computer
2. 3D Studio Max software
3. Fail ‘sphere.max’
4. Image texture that fits the theme
TASK
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TRAINING/ ASSESSMENT
i. _____________________________________________________________
ii. _____________________________________________________________
iii. _____________________________________________________________
• Rotation on Y-axis
• Rotation on Z-axis
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6. Based on the initial position of the teapot object, specify the axis and transformation
Axis: Axis:
Transformation: Transformation:
Axis: Axis:
Transformation: Transformation:
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Student Name:
Year:
Class:
Achievement
Was Valued items Not yet Notes
Skilled
Skilled
Generates movement in between
1
3D objects using the translation
transformation feature .
DECISION
(ACHIEVED / NOT ACHIEVED)
DATE
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MODULE 6.4C
content:
Time: 6 jam
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REFERENCE NOTES
3D
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2. Directional light
• Represents very distant light sources such as the sun or
moon.
• Rays emitted from parallel directional light in one direction.
• Simulates sunlight or moonlight.
3. Spot light
• There are 2 types, namely target spot and free spot.
• Target spot - emits a focused beam of light.
• Free spot - does not have a target object.
• Simulate lamps such as table lamps or street lamps.
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6. Ambient Light
• Emits soft light in all directions.
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Panel Create
• Photometric
7. Select Standard.
Target Spot.
9. Click in the Left Viewport. The cursor will change to a Crosshair shape.
10.Click the left mouse button on the top of the teapot and drag the mouse towards the teapot. One
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11. This cone line will not be visible after the rendering process is made. The visible
only the effect. The position of this light can be changed
its position by moving the position of the spot light with
use the move tool as shown in the diagram above.
12.Activate the spot light, select the Modify panel and rename Spot01 as light1.
13. Under the General Parameters menu in the Shadows parameters section:
- Click and check the box On and Use Global Settings.
- On the drop down list, select
Shadows Maps to place shadows
on objects in the scene .
- This shadow will only appear when
the rendering process is executed.
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14.Build another light inside the Left Viewport using the Omni light type.
Place it slightly below the level of the table surface. Try to see the results from
Perspective View.
Omni Light
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Target Spot
Free Spot
Target Direct
Free Direct
Omni
Skylight
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mr Area Omni
mr=mental ray
mr Area Spot
Source:
http://ohelstudio.blogspot.com/2015/07/pencahayaan-dalam-3d-animasi.html
https://3d-ace.com/press-room/articles/how-light-3d-scene-overview-lighting-techniques
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ACTIVITY
1. Computer
2. 3D Animation Software
TASK
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TRAINING/ ASSESSMENT
2. On the command panel light icon (lights Icon) there are several types
a _________________________
b __________________________
c __________________________
d __________________________
1. 2. 3.
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Student Name:
Year:
Class
Achievement
Was Valued items Not yet Notes
Skilled
Skilled
Understand the concept of light in 3D animation.
1
DECISION
(ACHIEVED / NOT ACHIEVED)
DATE
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MODULE 6.4D
Time: 9 jam
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REFERENCE NOTES
Figure 6.4.50: The final result after zooming in from the camera's point of view.
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Info Corner
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Camera angle
(Camera angles)
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• Medium shot:
• Close-up:
Most of them are used to show the subject's emotions more clearly.
The camera position focuses on the head only.
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• Extreme Close-up:
See figure 6.4.57 how the camera position and the camera's point of view
can be used to arrange shots and scenes that will appear when
rendering is carried out.
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• Crane
• Hand held
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• Animation of objects
• Camera animation
These two forms of animation can be categorized into two types namely:
• Frame by frame animation
• Tweening Animation
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5. At a slightly higher position from the level of the table surface and a little further away
right, Left-click the mouse and drag to approach the object on the table. Look at the diagram
under.
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6. One prism with blue lines will be formed. This prism represents the view of
camera.
8. Press the letter 'C' on the keyboard. The letter C stands for
the word Camera. Press the letter C on the keyboard, to see the angle
camera view.
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12.On the Animation Control bar, click on the Time Configuration button
shown in the figure below.
13.On the Animation tab, set Start Time to 0 and End Time to 200.
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14. Click on the Auto Key button on the Animation Control Bar.
15. Change the position of the camera by using the Move tool as shown in the diagram
down.
17. Move the camera to the right with the focus facing
table.
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18. Repeat step 16 above with the camera position on each frame
• 100
• 150
• 200
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ACTIVITY
1. Computer
2. 3D Animation Software
3. File 'permainanboling.max'
4. Fail 3D animasimejateko.max
TASK
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9. View each shot in the Camera viewport for three types of camera movement
on.
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TRAINING/ ASSESSMENT
1. In the figure below circle the camera icon (Camera icon) and Object Type.
2. Select and write the type of camera position (camera angle) for the film shot
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3D animation below.
Original position
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Year:
Class:
Content:
Standard 6.4.7 Determining the suitability of position and angle
Achievement
Was Valued items Not yet Notes
Skilled
Skilled
movement in 3D animation.
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Teacher name: Signature &
Date
Verified by: Signature &
Date
MODULE 6.4E
content:
Time: 6 jam
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REFERENCE NOTES
Rendering is the process of gathering animation information that has been scripted
through the difference in the values of the position of an object on the X, Y and Z planes, or
a 3D composition to a series of 2D images. Usually model-
models that have gone through the rendering process, can be stored in various
animation file formats such as fli, flc, avi, mov, mpeg and others.
Rendering Process
Once you are satisfied with the animation results, you need to do the rendering process.
After the rendering process is carried out, this series of animations can be done
transferred to film, videotape or into various formats for use
in the computer.
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12. Double click on the Render_Animation file to see the rendering results.
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ACTIVITY
1. 3D Animation Software
2. Computer
TASK
3D animated rendering.
3D animated environment.
3D animation software.
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TRAINING/ ASSESSMENT
1. Based on the diagram below, circle the Time Output setting for the process
rendering.
2. Specify two Output Sizes that can be used in the rendering process.
i. __________________________
ii. __________________________
a __________________________
b __________________________
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Student Name:
Year:
Class:
Content:
Standard 6.4.9 Generate 3D animated environments with
Learning: make determination of the rendering process
using 3D animation software.
Achievement
Was Valued items Not yet Notes
Skilled
Skilled
Understand the concept process
1
rendering in 3D animation.
Make rendering process settings
2
in 3D animation software.
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MODULE 7:
DEVELOPMENT
MULTIMEDIA PRODUCTS
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MODULE 7.1A
content:
learning: Multimedia
(ii) Design
(iii) Implementation
(iii) Web-based
product:
product presentation.
Time: 4 jam
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REFERENCE NOTES
Requirements Analysis
This phase is the first phase and the most important because of this phase
allows the development team to determine the focus of the project they want
developed. The team needs to get feedback from the client or
end users to define the problem statement and proposal paper.
In this phase, a proposal paper will be produced.
Shape
This phase refers to the design planning of the multimedia project that will
developed. In this phase flow charts and storyboards will be produced. Flowchart
is a flow of symbols created to describe
the overall structure of the multimedia product as well as the sequence of movement of the process or activity
Implementation
In this phase, the development team will start developing the multimedia product
based on the design plan that has been produced. Development of this product
including works to integrate all multimedia elements ie
text, graphics, audio, video and animation. An authoring software will be used
to integrate all these elements.
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Information kiosk
Interactive CD/DVD
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Web based
Mobile application
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TRAINING/ ASSESSMENT
i. _____________________________________________________________
ii. _____________________________________________________________
iii. _____________________________________________________________
iv. _____________________________________________________________
in. _____________________________________________________________
Schedule 1
Application
Online Offline
Multimedia
_________________________ ___________________________
_________________________ ___________________________
_________________________ ___________________________
Advantage
_________________________ ___________________________
_________________________ ___________________________
_________________________ ___________________________
_________________________ ___________________________
_________________________ ___________________________
_________________________ ___________________________
Weakness
_________________________ ___________________________
_________________________ ___________________________
_________________________ ___________________________
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3. Match the media type of the multimedia product with the given image
Kiosk
• •
Information
CD/DVD • •
Based
• •
Web
Application
• •
mobile
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Student Name:
Year:
Class:
Achievement
Was Valued items Not yet Notes
Skilled
Skilled
Describe the phases of development
1
multimedia products.
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MODULE 7.1B
content:
Time: 12 jam
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REFERENCE NOTES
about the planning of actions that will be done in the whole process
project development. This stage is important for the project development process
requirements are:
Table 7.1.2: Important aspects when doing a needs analysis
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Cost Types
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in project development.
etc.
equipment.
Work Process Schedule and Guidelines Schedule for Determining Labor Costs
The work process table displays the number of working days for each team member
the number of working days must not exceed the number of days allocated for
project development.
Content Expert
Manager Designer Method
Work process Content
Project (Day) Form (Day) manager (Day)
(Day)
Needs analysis 5 2 2 3
Shape 10 10 4 4
Development EXAMPLE
15 10 10 2
Testing and
10 8 5 8
Assessment
Packaging and
5 5 - -
Distribution
Number of days 45 35 21 17
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Content Specialist 30 50 75
Photographer 15 25 50
40
Musician 15 25 75
Method manager 20 35 50
Multimedia Architect 15 30 40
500 (each
Computer Animator 20 30
model ready)
In addition, payment rates for labor costs can also be referred from
i. Labor cost
while the wage rate is referred from table 7.1.5 at a high rate.
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i. Equipment Cost
Transportation 500.00
EXAMPLE
Equipment cost 4,600.00
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EXAMPLE
b) ...
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developed.
Example:
b) ...
Target A brief description of who the end user is for
Example:
c) ...
Product Type Description of the type of multimedia product
Example:
Product Example:
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Example:
Hardware Software
Hardware Software
• Computer/ Computers
Riba
• Television
project) Example:
EXAMPLE
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Example:
The team
Task
Production
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ACTIVITY
1. Computer
3. Calculator
4. Printing machine
TASK
conclusion.
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TRAINING/ ASSESSMENT
1. Write down the important aspects of requirements analysis that fit the details
Schedule 1
Details Aspect
• Interactive CD
• Mobile applications
• Flash 8
• Adobe Photoshop
• Labor costs
• Equipment cost
• Incidental costs
• Teenagers
• Parents
• Graphic artist
• Multimedia architect
•Pakar video
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2. You are asked to produce a video for the Program Opening Ceremony
Let's visit Sabah with a cost not exceeding RM 60,000. Time frame for
the.
Table 2
Needs analysis 10 2 6 8
Shape 10 6 4 8
Development 20 8 4 16
Testing and
10 4 6 16
Assessment
Packaging
10 4 - -
and Distribution
Number of days 60 24 20 48
a) Labor cost
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b) Cost of equipment
Amount
Details Rate (RM) Kos (RM)
Day
Water bills
Transportation 500.00
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Student Name:
Year:
Class:
Achievement
Was Valued items Not yet Notes
Skilled
Skilled
Identifying the aspects that need to be
considered during the needs analysis
1
DECISION
(ACHIEVED / NOT ACHIEVED)
DATE
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MODUL 7.2A
(i) Linear
(iii) Waves
(iv) Composite
(iii) Repetition
shape.
multimedia.
Time: 6 jam
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REFERENCE NOTES
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Linear
Not Linear
The non-linear structure provides links or relationships between each topic.
Such a structure gives freedom to the user to explore
more easily and flexibly. Users are free to go anywhere
the desired topic through the navigation button.
Examples: Social media websites, educational learning software.
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Hierarchy
A hierarchical structure is also known as a tree structure. Each display represents a topic
small topic or subtopic. This subtopic can also contain its subtopics which
separately.
Topic
Chapter 2 Chapter 3
Chapter 1
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composite
Menu
Image Audio
Video1
Video2
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(i) Affirmation
compared to others.
- In works of art, artistic elements such as lines, looks, shapes, weaves, spaces
and color can create emphasis.
- Example:
Assertion for
menu
Quiz
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(ii) Pattern
- Example:
- Sample interface:
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(iii) Repetition
- Example:
- Sample interface:
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(iv) Balance
split it.
- Example:
- Sample interface
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in) Unity
- The relationship between art elements such as line, appearance, shape, space, color
or textures that help in producing visual works of art.
- Sample interface:
Unity in terms of
background lines,
button layout, space between
menus and
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ACTIVITY
1. Computer
3. A4 paper
4. MS Word
TASK
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TRAINING/ ASSESSMENT
a _________________________
b _________________________
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Student Name:
Year:
Class:
Achievement
Was Valued items Not yet Notes
Skilled
Skilled
Explain the concept of multimedia product
1 presentation design structure.
DECISION
(ACHIEVED / NOT ACHIEVED)
DATE
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MODUL 7.2B
multimedia products.
Time: 6 jam
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REFERENCE NOTES
produced can meet the goals and achieve the objectives of the product developer.
This is an example of a needs analysis of multimedia elements and interactions between them
Interactive Kids.
ELEMENT
TEXT
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emphasis on graphics.
Make sure the graphic quality is clear and image selection is easy
ELEMENT to be understood.
CHART
easy to see.
use is clear.
Make sure the tempo of the recorded voice is not too fast
ELEMENT
AUDIO
Make sure the audio volume control of the voice recording is over
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Choose a video quality that is high and suitable for the scene
screen.
high in size.
ELEMENT
ANIMATION
The animation has good lighting which
accompanied by shadows.
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Content should
be simple and
easy to read
Buttons
are clearly
provided
to the
user
Audio and animation
control buttons
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Once the flow chart is made, then the multimedia product production process can be completed
WELCOME
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Figure 7.2.4.21: An example of a hierarchical flow chart product of the Children's Interactive Learning CD
Children
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ACTIVITY
1. A4 paper
2. Stationery
TASK
Children
WORKING STEPS
Children
2. Choose whether you want to create a linear, non-linear, hierarchical flow chart
or composite.
4. After all the rounds have been decided, then students can arrange
the position of the scene in the form of a flow chart. Every chapter flow is necessary
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TRAINING/ ASSESSMENT
Multimedia
Analysis
elements
I. ________________________________________________
________________________________________________
II.
Text Elements ________________________________________________
________________________________________________
I. ________________________________________________
________________________________________________
Chart
________________________________________________
I. ________________________________________________
________________________________________________
Audio
________________________________________________
I. ________________________________________________
________________________________________________
Video
________________________________________________
I. ________________________________________________
________________________________________________
Animation
________________________________________________
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Student Name:
Year:
Class:
Achievement
Was Valued items Not yet Notes
Skilled
Skilled
Make a needs analysis
multimedia elements in
1
3
based on the design structure
MODULE 7.2C
Time: 4 jam
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REFERENCE NOTES
Storyboard means:
• Storyboards are prepared in the early stages of the design process.
• A storyboard is a collection of sketches of the shape of the display screens
used in multimedia products.
• In sketching the storyboard we need to apply the concept of layout.
• A storyboard is an imaginative sketch of what to display
in a multimedia product presentation.
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• realize a unified system of graphic, text, animation, video, audio and process instructions
systematic multimedia products.
at a separate time.
Advantages of storyboards
• Enables multimedia product developers to sprout minds and
idea
back ÿ Graphics
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TITLE:
NO. SKRIN:
IMAGES / GRAPHICS
ANIMATION
VIDEO CLIP
AUDIO / BACKGROUND SOUND Determine the position of the elements listed below on the screen display.
There is None
NOTES :
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ACTIVITY
TASK
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TRAINING/ ASSESSMENT
c __________________________
d __________________________
It is __________________________
i) ____________________________________
ii) ____________________________________
iii) ____________________________________
iv) ____________________________________
in) ____________________________________
vi) ________________________________________
vii) ____________________________________
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Student Name:
Year:
Class:
Achievement
Was Valued items Not yet Notes
Skilled
Skilled
Know the concept of storyboards
1
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MODULE 7.3
Time 40 Jam
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REFERENCE NOTES
Content material in multimedia products are the elements that are available
in a product whether an Interactive CD or a web-based Application.
Figure 7.3.1
The elements found on the interface of Figure 7.3.1 are text, graphics and buttons
interactive.
Figure 7.3.2
The elements found on the interface of Figure 7.3.2 are text, graphics, audio and
interactive button.
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7.3.3 Identify the basic tool functions and features used in the software
authorship
Menu Bar
The Menu Bar is a row of menus containing groups of commands that are used
on Macromedia Flash.
Toolbar
Stage
Stage is part of Macromedia Flash used for
make a presentation or place an object.
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Timeline
a. Layer
is an arrangement or layer consisting of a group of objects or
image, text, or animation components. The order of layer positions will be
affects the display order of animated objects.
b. Playhead
is an indicator of the position of the frame when running. Playhead marked
with a red vertical line.
c. Frame
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edge line
Fill Colour Gives color to an object
Option Tool Additional functions on the buttons
is active
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4. Double click on the word Scene 1 and name the scene as 'menu
main'.
5. Using the text tool, type 'MAIN MENU' above the stage
work)
-Jennis Fon : Showcard Gothic
-Font size: 38
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8. Click the text tool, type 'Kenali 123' above the stage (work stage)
-Jenis Phone : Minion Pro Med
-Font size: 38
17. Create a new layer and name it as 'PICTURE 3'. Repeat step 13
and 14.
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10. On the 'NUMBERS' layer , select timeline 20, right-click the mouse>Insert Keyframe.
11.Repeat the same steps for the LB and KENALI 123 layers .
12. On the 'NUMBER' layer in the 20th timeline , students can insert pictures
number 2 by repeating steps 10 and 11.
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2. Click the oval tool and draw a small circle at the bottom right
-Font Size : 12
5. Click the HOME>Insert>Convert to Symbol layer. The Convert to Symbol window will appear
appear.
Name : HOME
Behaviour : Button
Click OK
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6. Click on the MAIN MENU button and click on the Action-Button window.
7. Double click on the goto button under Actions>Movie control. On
scene column click on the arrow button and select the main menu.
11. Click the KNOW 123 layer >Insert>Convert to Symbol. Convert to Symbol window
will appear. After setting the settings as in step 19, click OK.
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14. Build a new scene for 'let's sing' and 'quiz' to complete the project.
15. Insert the appropriate audio file into the scene that has been built for
looks more interesting (refer to the additional note how to insert songs into
development project at the end of the note).
16.Test your file by clicking Control>Test Movie/(Ctrl+Enter).
17.Save your file as a presentation.
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**Additional note
Comman Libraries
a) By using text
2. Click the text tool and type 'MAIN MENU' above the circle
-Font Size : 12
3. On the 'HOME' layer , select timeline 20, right mouse click>Insert Keyframe.
Text is rendered as
link button
will appear.
Name : HOME
Behaviour : Button
Click OK
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5. On the 'HOME' layer , select timeline 20, right mouse click>Insert Keyframe.
Name : HOME
Behaviour : Button
Click OK
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c) By using graphics
2. Click File>Import to Library. Select the graphic you want to make the link button
4. On the 'HOME' layer , select timeline 20, right mouse click>Insert Keyframe.
Graphics are
used as link buttons
will appear.
Name : HOME
Behaviour : Button
Click OK
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c) Click Windows>Library>click audio in the library room and drag the audio
on stage (work stage).
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ACTIVITY
1. Authoring software
ASSIGNMENT 1
ASSIGNMENT 2
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TRAINING / ASSESSMENT
figure 1
a)……………………………… b)……………………………
c)……………………………… d) …………………………..
Schedule 1
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Student Name:
Year:
Class :
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Achievement
Was Valued items Not yet Notes
Skilled
Skilled
Identify multimedia elements
1 found in the product
multimedia
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MODULE 7.4
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REFERENCE NOTES
This test is done to ensure that the product or prototype meets the requirements
which has been planned. Every product needs to be tested as often as possible
so that no fault is found with the product.
4. Usability testing
5. Field trials
6. Acceptance exam
There are two types of tests that are usually done to test prototypes
namely Alpha Test and Beta Test.
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• Alpha test is a phase test • Beta testing is the second phase of testing
first for product testing. for product testing after the Test
Alpha implemented.
• Tests are conducted on the website • Beta testing is carried out involving
tested.
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EXAMPLE
3 Colors used effectively. 1 2 3 45
wanted easily.
understood.
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Organization logo
EXAMPLE
'5' is the Best response.
and works.
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There are two [2] types of product presentation modes or platforms which are online
(on-line) and offline (off-line).
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Steps:
a) Before the work results are published, you need to determine the settings
First, select File > Publish Settings
b) The Publish Setting window appears and complete as follows. Please
make a choice on:
• Windows Projector for .exe format
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ACTIVITY
1. Electronic Materials
2. Internet Reach
TASK
WORKING STEPS
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TRAINING/ ASSESSMENT
ii. ...................................................
2. State the three characteristics of Alpha and Beta testing conducted on products
multimedia:
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Student Name:
Year:
Class:
Achievement
Was Not yet Notes
Valued items
Skilled
Skilled
3
selected mode or presentation. on the
DECISION
(ACHIEVED / NOT ACHIEVED)
DATE
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MODULE 7.5
Time: 28 jam
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REFERENCE NOTES
7.5.1 Explain the importance of file and folder management of development materials
product.
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System Requirements
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(i) Interactive CD
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(ii) Website/kiosk
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6 Test Forms:
i) Alfa
ii) Beta
7 User manual
8 Multimedia product packaging (CD/DVD labels
and box label)
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ACTIVITY
TASK
TASK
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TRAINING/ ASSESSMENT
________________________________________________________________________
________________________________________________________________________
________________________________________________________________________
________________________________________________________________________
a) _____________________________________________________________________
b) _____________________________________________________________________
c) _____________________________________________________________________
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Student Name:
Year:
Class
Content:
Standard 7.5.1 Explain the importance of file and folder management
Learning: product construction materials.
7.5.2 Provide user manuals.
7.5.3 Propose product distribution design
based on:
iv. Interactive CD
v. Laman web/kiosk
i. Mobile application
7.5.4 Produce the selected product distribution design
based on the proposal paper.
7.5.5 Provide development project documentation
developed multimedia projects.
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Achievement
Was Valued items Not yet Notes
Skilled
Skilled
Explain interests
1. file and folder management of materials
product development.
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GLOSSARY
AND
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point.
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O
YOU Abbreviation for Operating System
which refers to system software
operations used by a
Computer.
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actually.
A string A network of several things
associated
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S
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AUTHOR'S PANEL
11. Puan Siti Asiah binti Mohamad Jarami SMK Bandar Baru Sg Buloh,
Selangor
REFERENCE
Mayankjtp. (2020, January 21). 3D Rotation in Computer Graphics. Downloaded from https://
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